![]() ![]() The faster units are your crit seekers (commando) or back-stabbers (spider). Shoot your medium lasers then punch two times for head hits (yeah only 3 points a hit, but head hits add up quick) While the full BattleForce rules are found in Strategic Operations, players can download a free PDF of the BattleForce Quick-Start Rules to get a feeling for that. Jump for Max modifier every turn into rear arcs. QUICK-STRIKE UNIT CARDS (Record Sheets) The Quick-Strike Rules system is a simple adaptation of the BattleForce gameplay system using more flexible tactical-scale miniature rules. Sure that spider doesn't like to get hit for more than 5 points anywhere, but the point is to not get hit. The commando is often overlooked, but it holds a LOT of firepower for a light mech (but it doesn't jump) It is great at exploiting holes. The Jenner is one of the best lights, especially the F, but the D also works very well. Griffin 1N is one of the gold standards for long range, with a PPC and LRM10 and moving 5/8/5. The 5/8/5 movement gets it around anywhere it needs to be. Two LRM10s give it good ranged firepower for 3025, and 2 mlas and 2 SRM2s give it good close in firepower. On paper it looks odd, but it is a really solid design. Lights get this the worst since later tech can see modern lights carry more than double the payload that most 3025 lights carry. The further and further you go into the timeline, the more the 3025 'Mechs become irrelevant because of the proliferation of advanced tech. Keep in mind this is ONLY for 3025 games. Outside a Panther or an Urbanmech, your not really going to find any light that is meant to last in a straight-up fire fight, But even the Cicada has it's used if you can leverage its speed and arc dodge to force kick and charge piloting skill rolls. #BATTLETECH RECORD SHEETS CENTURION HOW TO#There are plenty of "decent" lights in this era, but you need to know how to leverage their speed, flanking, and physical attack potential to make the most of them. The Spider is good at making the most out of rear back shots, and with 8 jumping movement its going to be next to impossible to keep it out of your rear arcs where it will punch and kick you down while still having those two Medium Lasers. #BATTLETECH RECORD SHEETS CENTURION FOR FREE#Javelins with Torso Mounted weapons make for great brawlers where they can get in close, fire off payloads, but also execute punch attacks for free damage. Jenner can even run past a 'Mech and flip it's arms for easy rear arc shots. both hit well above their weight and make for good hit and run 'Mechs. If your looking for Speed and Firepower, I've always been a huge fan of the Jenners and Javelins. Your not going to get one with all 3 in 3025 before advanced tech comes into the game. In 3025, Light 'Mechs have to often pick between speed, firepower, or armor. It all depends on what you are looking for. ![]()
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